// Start is called before the first frame update void Start() { positions = new List <Vector3>(); _controllerConnectionHandler = FindObjectOfType <ControllerConnectionHandler>(); controller = _controllerConnectionHandler.ConnectedController; controllerStats = Vector3.zero; }
/// <summary> /// Initialize variables, callbacks and check null references. /// </summary> void Start() { _controllerConnectionHandler = GetComponent <ControllerConnectionHandler>(); MLInput.OnControllerTouchpadGestureContinue += HandleControllerTouchpadGestureContinue; MLInput.OnControllerButtonDown += ScaleUp; MLInput.OnControllerButtonUp += ScaleDown; }
/// <summary> /// Initialize variables, callbacks and check null references. /// </summary> void Start() { _controllerConnectionHandler = GetComponent <ControllerConnectionHandler>(); #if !UNITY_EDITOR if (!_controllerModel) { Debug.LogError("Error: ControllerVisualizer._controllerModel is not set, disabling script."); enabled = false; return; } if (!_trigger) { Debug.LogError("Error: ControllerVisualizer._trigger is not set, disabling script."); enabled = false; return; } if (!_touchpad) { Debug.LogError("Error: ControllerVisualizer._touchpad is not set, disabling script."); enabled = false; return; } if (!_homeButton) { Debug.LogError("Error: ControllerVisualizer._homeButton is not set, disabling script."); enabled = false; return; } if (!_bumperButton) { Debug.LogError("Error: ControllerVisualizer._bumperButton is not set, disabling script."); enabled = false; return; } if (!_touchIndicatorTransform) { Debug.LogError("Error: ControllerVisualizer._touchIndicatorTransform is not set, disabling script."); enabled = false; return; } SetVisibility(_controllerConnectionHandler.IsControllerValid()); #else SetVisibility(true); #endif MLInput.OnControllerButtonUp += HandleOnButtonUp; MLInput.OnControllerButtonDown += HandleOnButtonDown; _triggerMaterial = FindMaterial(_trigger); _touchpadMaterial = FindMaterial(_touchpad); _homeButtonMaterial = FindMaterial(_homeButton); _bumperButtonMaterial = FindMaterial(_bumperButton); // Calculate the radius of the touchpad's mesh Mesh mesh = _touchpad.GetComponent <MeshFilter>().mesh; _touchpadRadius = Vector3.Scale(mesh.bounds.extents, _touchpad.transform.lossyScale).x; }
/// <summary> /// Clean Up /// </summary> private void OnDestroy() { if (_controllerConnectionHandler != null) { MLInput.OnControllerTouchpadGestureStart -= HandleControllerTouchpadGestureStart; _controllerConnectionHandler = null; } }
// Use this for initialization void Start() { _controllerConnectionHandler = GetComponent <ControllerConnectionHandler>(); MLInput.OnTriggerDown += HandleOnTriggerDown; MLInput.OnControllerButtonDown += HandleOnButtonDown; GameStateManager.instance.currentGamePhase = GameStateManager.Phase.PLACING_BOMB; }
/// <summary> /// Initialize variables, callbacks and check null references. /// </summary> void Start() { _controllerConnectionHandler = GetComponent <ControllerConnectionHandler>(); //cs = FindObjectOfType<ColorSync>(); MLInput.OnControllerButtonUp += HandleOnButtonUp; MLInput.OnControllerButtonDown += HandleOnButtonDown; MLInput.OnTriggerDown += HandleOnTriggerDown; sc = GameObject.FindObjectOfType <SceneChanger>(); }
/// <summary> /// Initialize variables, callbacks and check null references. /// </summary> void Start() { _controllerConnectionHandler = GetComponent <ControllerConnectionHandler>(); MLInput.OnControllerButtonUp += HandleOnButtonUp; MLInput.OnControllerButtonDown += HandleOnButtonDown; MLInput.OnTriggerDown += HandleOnTriggerDown; MLInput.OnControllerTouchpadGestureContinue += OnTouchContinue; }
/// <summary> /// Clean Up /// </summary> private void OnDestroy() { if (_controllerConnectionHandler != null) { _controllerConnectionHandler = null; touchpadEvents.TouchpadPressed -= OnTouchpadPressed; touchpadEvents.TouchpadReleased -= OnTouchpadRelease; touchpadPressedOnObject = false; } }
// Start is called before the first frame update void Start() { holdingWIM = false; focusObjectHeld = null; _controllerConnectionHandler = FindObjectOfType <ControllerConnectionHandler>(); MLInput.OnControllerButtonUp += HandleOnButtonUp; MLInput.OnControllerButtonDown += HandleOnButtonDown; MLInput.OnTriggerDown += HandleOnTriggerDown; MLInput.OnTriggerUp += HandleOnTriggerUp; }
/// <summary> /// Unregister controller input when controller leaves the trigger area /// </summary> /// <param name="other">Collider of the Controller</param> private void OnTriggerExit(Collider other) { ControllerConnectionHandler controllerConnectionHandler = other.GetComponent <ControllerConnectionHandler>(); if (_controllerConnectionHandler == controllerConnectionHandler) { _controllerConnectionHandler = null; MLInput.OnControllerTouchpadGestureStart -= HandleControllerTouchpadGestureStart; } }
void Start() { _controllerConnectionHandler = GetComponent <ControllerConnectionHandler>(); MLInput.OnTriggerDown += HandleOnTriggerDown; MLInput.OnTriggerUp += HandleOnTriggerDown; MLInput.OnControllerButtonDown += HandleOnButtonDown; // MLInput.TriggerDownThreshold = 0.5f; Debug.Log("Trigger Down Threshold: " + MLInput.TriggerDownThreshold); Debug.Log("Trigger Up Threshold: " + MLInput.TriggerUpThreshold); }
// Start is called before the first frame update void Start() { _controllerConnectionHandler = GetComponent <ControllerConnectionHandler>(); if (TrigerSensitivity < 0 || TrigerSensitivity > 1) { TrigerSensitivity = 0.5f; Debug.LogError("<color=red>TrigerSensitivity is not available</color>"); } }
// Start is called before the first frame update void Start() { active = false; thumbDown = false; _controllerConnectionHandler = FindObjectOfType <ControllerConnectionHandler>(); // Assumes there is only one //Activate(FindObjectOfType<MLControllerRadialMenu>()); MLInput.OnTriggerDown += HandleOnTriggerDown; MLInput.OnTriggerUp += HandleOnTriggerUp; MLInput.OnControllerButtonDown += HandleOnButtonDown; MLInput.OnControllerButtonUp += HandleOnButtonUp; }
// Start is called before the first frame update void Awake() { active = false; thumbDown = false; playbackSpeed = 1; sliderPosition = 75; previousThumbX = Mathf.NegativeInfinity; _controllerConnectionHandler = FindObjectOfType <ControllerConnectionHandler>(); // Assumes there is only one MLInput.OnTriggerDown += HandleOnTriggerDown; MLInput.OnTriggerUp += HandleOnTriggerUp; }
/// <summary> /// Unregister controller input when controller leaves the trigger area /// </summary> /// <param name="other">Collider of the Controller</param> private void OnTriggerExit(Collider other) { ControllerConnectionHandler controllerConnectionHandler = other.GetComponent <ControllerConnectionHandler>(); if (_controllerConnectionHandler == controllerConnectionHandler) { _controllerConnectionHandler = null; touchpadEvents.TouchpadPressed -= OnTouchpadPressed; touchpadEvents.TouchpadReleased -= OnTouchpadRelease; touchpadPressedOnObject = false; } }
/// <summary> /// Register for controller input only when a controller enters the trigger area /// </summary> /// <param name="other">Collider of the Controller</param> private void OnTriggerEnter(Collider other) { ControllerConnectionHandler controllerConnectionHandler = other.GetComponent <ControllerConnectionHandler>(); if (controllerConnectionHandler == null) { return; } _controllerConnectionHandler = controllerConnectionHandler; MLInput.OnControllerTouchpadGestureStart += HandleControllerTouchpadGestureStart; }
private void CleanupConnector(bool destroy) { if (connector != null) { connector.OnControllerConnected -= OnControllerConnected; connector.OnControllerDisconnected -= OnControllerDisconnected; if (destroy) { connector.Destroy(); } connector = null; } }
// Start is called before the first frame update void Start() { ControllerConnectionHandler _controllerConnectionHandler = FindObjectOfType <ControllerConnectionHandler>(); controller = _controllerConnectionHandler.ConnectedController; MLInput.OnControllerButtonDown += ButtonDown; MLInput.OnControllerButtonUp += ButtonUp; csvGrid = CSVReader.SplitCsvGrid(csvAsset.text); pressureMaterial = Resources.Load("Materials/PressureMaterial") as Material; temperatureMaterial = Resources.Load("Materials/TemperatureMaterial") as Material; InitializeCar(); }
/// <summary> /// Register for controller input only when a controller enters the trigger area /// </summary> /// <param name="other">Collider of the Controller</param> private void OnTriggerEnter(Collider other) { ControllerConnectionHandler controllerConnectionHandler = other.GetComponent <ControllerConnectionHandler>(); if (controllerConnectionHandler == null) { return; } _controllerConnectionHandler = controllerConnectionHandler; // setting pressed to 'true' here will call the OnTouchpadPressed event before we subscribe to it, forcing the user to both tap and release on this object to destroy it touchpadEvents.pressed = true; touchpadEvents.TouchpadPressed += OnTouchpadPressed; touchpadEvents.TouchpadReleased += OnTouchpadRelease; }
private void OnCollisionEnter(Collision other) { GameObject target = other.gameObject; if (target.tag.Contains("Ball")) { audioSource.PlayOneShot(sound1); script = controller.GetComponent <ControllerConnectionHandler>(); MLInputController connectedController = script.ConnectedController; connectedController.StartFeedbackPatternVibe(_pattern, _intensity); GameObject particle = Instantiate(particlePrefab, transform.position, transform.rotation); Destroy(particle, 0.4f); } }
void Awake() { connectionHandler = GetComponent <ControllerConnectionHandler>(); if (connectionHandler == null) { Debug.Log("Error "); enabled = false; return; } // camera editor privilegeRequester = GetComponent <PrivilegeRequester>(); debugLog.text = "Setting up Onprivilegesdone binding "; //antes de iniciar los objetos mltracker la escena deberia esperar privilegeRequester.OnPrivilegesDone += HandlePrivilegesDone; }